16 v 16 player games with bots are more fun than they have any right to be.
Thanks for looking at my work. I am humbled. Is this good enough for Lvl ?
I am a bit stuck and would really value any advice that you would care to give me.
As of 10 minutes ago (28th November 2020) the map is now in final beta & at maximum levels of beautiful (gorgeous dirtmaps, 2hour compile) How to proceed?
Edited 58 seconds after the original posting.
Edited 1.8 minutes after the original posting.
If your level has really been made for 32 players, then it is huge. Quake 3 has been designed for Tourney, DM, Team DM and CTF (at its core).
CTF and Team DM games where designed for 4 to 8 players with the option to expand up. Very few maps have much success over 16 players.
There is a reason for this. Could you imagine trying to get more than 16 players on to a server with a custom map at the same time? Unless you are at a LAN, this is going to be difficult. Even at a LAN, it will be hard as people will come and go all the time. You will also have some lag issues, but that should be less of an issue these days compared to 20 years ago.
On ..::LvL there are a small number of maps made with larger player loads. Check for yourself. Here is a starting point for maps with 8 to 16 player loads: lvlworld.com/searc.../8-16%20players
As you have clearly put a lot of work into your release, you are more than welcome to submit a Q3A version.
My suggestion to you (without seeing the release) would be to break the map up into smaller sections with a player load geared towards 2 to 8 players and release a number of smaller version of the bigger QL map for Q3A.
Find suitable replacements for these assets (and the ammo_pack entities) and you're on the way towards a Q3TA build:
It might be useful as you mentioned the distribution of QL assets.
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